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General Tabletop Discussion
*Dungeons & Dragons
Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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<blockquote data-quote="Xeviat" data-source="post: 7257308" data-attributes="member: 57494"><p>See, I don’t think of Healer as an in combat thing, though the fact that it’s comparable to a first level spell and becomes comparable to higher later still says it could see some use:</p><p></p><p>Cure Wounds (Stat 12-20)</p><p>1st: 5.5-9.5</p><p>2nd: 10-14</p><p>3rd: 14.5-18.5</p><p>4th: 19-23</p><p>5th: 23.5-27.5</p><p></p><p>1st: 8.5 (CW 1st)</p><p>2nd: 9.5 (CW 1st)</p><p>3rd: 10.5 (CW 2nd)</p><p>4th: 11.5 (CW 2nd)</p><p>5th: 12.5 (CW 2nd)*</p><p>6th: 13.5 (CW 2nd)</p><p>7th: 14.5 (CW 3rd)</p><p>8th: 15.5 (CW 3rd)</p><p>9th: 16.5 (CW 3rd)</p><p>10th: 17.5 (CW 3rd)</p><p>11th: 18.5 (CW 3rd)*</p><p>12th: 19.5 (CW 4th)</p><p>13th: 20.5 (CW 4th)</p><p>14th: 21.5 (CW 4th)</p><p>15th: 22.5 (CW 4th)*</p><p>16th: 23.5 (CW 5th)</p><p>17th: 24.5 (CW 5th)</p><p>18th: 25.5 (CW 5th)</p><p>19th: 26.5 (CW 5th)</p><p>20th: 27.5 (CW 5th)*</p><p></p><p>Healer is giving you 12 uses of this in a typical adventuring day. That’s the equivalent of more spell slots than a 10th Level Warlock has access to.</p><p></p><p>(I do like that this almost perfectly matches up with 1/2 caster spell progression. Inspiring Leader and Healer on a Battle Master Fighter could make a really warlord feeling character).</p><p></p><p>So, I feel the need to nerf the feat, but I’d rather do it by moving some of it to the base healer kit. Yes, this will increase the healing my groups have access to, but it will increase the floor, not the ceiling. I don’t want to change it to a 1/long rest </p><p></p><p>I’d like it to be within the range of the extra HP that Toughness+Durable grants, which would be 4/Level spread across an isolated day (as HD only recover 1/2 per day). Healer won’t get it’s full value all the time, as not everyone in the party is taking damage (even so, if only one person was taking damage, healer is currently granting 110 healing to that one person).</p><p></p><p>Dropping Inspiring Leader to 1/long rest makes it about 100 Extra HP per day. That’s close enough for me.</p><p></p><p>So, Healer needs to grant somewhere in the ballpark of 80 extra healing across the day. 80/12 is 6.66. That’s real close to the Proficiency bonus (@smbakeresq idea of factoring proficiency bonus is real nice). 100/12 is 8.33. 2+Proficiency bonus, so it’s 1d6+4+Level at 1st? But that would increase the amount of healing available. I could remove the die, and just have it work in addition to HD expenditure.</p><p></p><p>1d6+4 (7.5) + Level (8.5-27.5)</p><p>Healing Mod (2-17, depending on expertise)</p><p></p><p>If Healer Kits allowed 1d6+(number of HD of target) 1/short rest, the Healer feat could grant +proficiency bonus to that healing. The Healer Kit healing should scale, or else it would be weak.</p><p></p><p>I’m rambling now. Am I alone on this observation?</p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7257308, member: 57494"] See, I don’t think of Healer as an in combat thing, though the fact that it’s comparable to a first level spell and becomes comparable to higher later still says it could see some use: Cure Wounds (Stat 12-20) 1st: 5.5-9.5 2nd: 10-14 3rd: 14.5-18.5 4th: 19-23 5th: 23.5-27.5 1st: 8.5 (CW 1st) 2nd: 9.5 (CW 1st) 3rd: 10.5 (CW 2nd) 4th: 11.5 (CW 2nd) 5th: 12.5 (CW 2nd)* 6th: 13.5 (CW 2nd) 7th: 14.5 (CW 3rd) 8th: 15.5 (CW 3rd) 9th: 16.5 (CW 3rd) 10th: 17.5 (CW 3rd) 11th: 18.5 (CW 3rd)* 12th: 19.5 (CW 4th) 13th: 20.5 (CW 4th) 14th: 21.5 (CW 4th) 15th: 22.5 (CW 4th)* 16th: 23.5 (CW 5th) 17th: 24.5 (CW 5th) 18th: 25.5 (CW 5th) 19th: 26.5 (CW 5th) 20th: 27.5 (CW 5th)* Healer is giving you 12 uses of this in a typical adventuring day. That’s the equivalent of more spell slots than a 10th Level Warlock has access to. (I do like that this almost perfectly matches up with 1/2 caster spell progression. Inspiring Leader and Healer on a Battle Master Fighter could make a really warlord feeling character). So, I feel the need to nerf the feat, but I’d rather do it by moving some of it to the base healer kit. Yes, this will increase the healing my groups have access to, but it will increase the floor, not the ceiling. I don’t want to change it to a 1/long rest I’d like it to be within the range of the extra HP that Toughness+Durable grants, which would be 4/Level spread across an isolated day (as HD only recover 1/2 per day). Healer won’t get it’s full value all the time, as not everyone in the party is taking damage (even so, if only one person was taking damage, healer is currently granting 110 healing to that one person). Dropping Inspiring Leader to 1/long rest makes it about 100 Extra HP per day. That’s close enough for me. So, Healer needs to grant somewhere in the ballpark of 80 extra healing across the day. 80/12 is 6.66. That’s real close to the Proficiency bonus (@smbakeresq idea of factoring proficiency bonus is real nice). 100/12 is 8.33. 2+Proficiency bonus, so it’s 1d6+4+Level at 1st? But that would increase the amount of healing available. I could remove the die, and just have it work in addition to HD expenditure. 1d6+4 (7.5) + Level (8.5-27.5) Healing Mod (2-17, depending on expertise) If Healer Kits allowed 1d6+(number of HD of target) 1/short rest, the Healer feat could grant +proficiency bonus to that healing. The Healer Kit healing should scale, or else it would be weak. I’m rambling now. Am I alone on this observation? Sent from my iPhone using Tapatalk [/QUOTE]
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Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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